• 제목/요약/키워드: Project Learning Environment

검색결과 172건 처리시간 0.023초

Constructionarium: Turning Theory Into Practice

  • Stevens, Julia
    • 국제학술발표논문집
    • /
    • The 9th International Conference on Construction Engineering and Project Management
    • /
    • pp.1220-1220
    • /
    • 2022
  • Constructionarium Ltd is a not-for-profit organisation which delivers a residential, experiential, immersive learning opportunity to university students from across the built environment education sector. Since 2002, the Constructionarium education model has been available to students in engineering, construction management and architecture at a purpose built, 19-acre multi-disciplinary training facility in Bircham Newton, England simulating real site life and reflecting site processes, practices and health and safety requirements. The unique approach of Constructionarium puts experiential learning and sustainability at the heart of everything. In a week, students develop a practical understanding of the construction process, develop transferable skills, build a team and are exposed to the latest in sustainable technologies. Experiential learning is what differentiates a Constructionarium project from regular field trips or site visits. At Constructionarium the focus is on learning by participation rather than learning through theory or watching a demonstration. The projects cannot be replicated in a classroom or on campus. Using the hands-on construction of scaled down versions of iconic structures from around the world, students learn that it requires the involvement of the whole construction team to successfully complete their project. Skills such as communication, planning, budgeting, time management and decision making are woven into a week-long interrelationship with industry professionals, academic mentors and trades workers. Working together to enhance transferable skills brings the educational environment into the reality of completing an actual construction project handled by the students. Constructionarium has used this transformational learning model to educate thousands of students from all over the United Kingdom, Europe and Asia. Texas A&M University in the United States has sent multiple teams of students from its Department of Construction Science every operational year since 2016.

  • PDF

사례연구: PBL기반 보건의료 데이터 사이언스 특성화교육과 학습성과 (Case Study: PBL-Driven Healthcare Data Science Specialization and Learning Performance)

  • 박화규;김종호
    • 한국IT서비스학회지
    • /
    • 제22권1호
    • /
    • pp.1-14
    • /
    • 2023
  • This paper aims to share the course, performance and implications of Project-Based Learning (PBL) education in healthcare data science (HDS). The HDS team of the business group of Soonchunhyang University, which was selected for the health care field of 'University Innovation Project', considered that the health care IT-based education of the current university differs greatly from the rapidly changing health care 3.0 environment of the fourth industry, and emphasized the PBL practice-oriented specialization program as a learning model. The PBL focused on self-directed learning experiences, real analysis problems, and team-oriented classes. In other words, it was implemented with three specialized strategies: 'Field Inside Education', 'Fusion-type Track Education', and 'Training to strengthen resilience and change response'. This collaborative, practical learning experience, etc. resulted in significant results. The results were recognized as being rated A by the Korea Research Foundation and the comprehensive evaluation, and the results were significantly elevated through the analysis of the student survey and the results index.

온라인 프로젝트 학습이 정보 활용 능력 신장에 미치는 효과 (The Effects of Online Project Learning on Information Utilizing Ability)

  • 박선주;김명신
    • 정보교육학회논문지
    • /
    • 제8권4호
    • /
    • pp.563-571
    • /
    • 2004
  • 본 논문에서는 온라인 프로젝트 학습 경험이 없는 초등학교 4학년 학생들이 효과적으로 학습을 수행하기 위하여 구체적 학습과정을 안내해주는 온라인 프로젝트 학습 시스템을 개발하여 적용한 후 온라인 프로젝트 학습이 초등학생의 정보활용능력 신장에 어떠한 효과를 미치는지 알아보았다. 이를 위해서 초등학교 4학년 교육과정을 분석하여 정보 활용 능력을 신장시킬 수 있는 요소를 추출한 후 프로젝트 학습 주제 12개를 선정하였다. 온라인 프로젝트 학습방을 구축하여 선별한 6개 주제로 온라인 프로젝트 학습을 실시 하였다. 그리고 학생들의 정보 활용 능력을 파악하기 위하여 초 중등 학생 ICT 활용 능력 기준에 따라 '정보수집', '정보 가공', '정보 교류' 항목으로 나누어 온라인 프로젝트 학습 전후에 평가를 실시하여 학생들의 정보 활용 능력 신장 여부를 분석하였다.

  • PDF

통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구 (A Study of Game Project Curriculum for Integrated Subject)

  • 최승관
    • 한국게임학회 논문지
    • /
    • 제16권5호
    • /
    • pp.111-122
    • /
    • 2016
  • 본 연구는 이질적인 속성을 가진 학문분야들을 통합하여 하나의 교육과정으로 운영하는 프로젝트 중심 교육과정에 대한 운영 방안을 제안하고 있다. 통합교과의 의미는 게임 현장에서처럼 게임 기획, 프로그램, 그래픽과 같은 이질적인 분야의 학습자들을 대상으로 실제적인 하나의 결과물을 만들어낼 수 있도록 하는 것을 의미한다. 본 연구에서 제시되는 프로젝트 중심의 교육과정에 대한 운영방안은 국내에서 2008년도부터 A 교육기관에서 진행해온 게임 프로젝트 교육과정을 토대로 실증 및 분석을 하였다. 본 연구의 결과로는 통합교과를 기반으로 하는 프로젝트 교육과정에 대한 운영 방안의 기준을 제시하고 있으며, 크게 두 가지 형태로 내용을 분류하여 구성하고 있다. 첫 번째는 학생들이 교육과정을 통해 "책임감" 및 "협업 능력"과 같이 학습되어지는 내용들에 대한 부분들을 정리하고 있으며, 두 번째로는 성공적인 프로젝트 교육과정을 운영하기 위해 단계별로 진행되는 팀 구성, 프로젝트 계획, 팀 운영 및 협업, 중간 및 기말 발표, 그리고 평가 부분에 대한 운영 방법론을 제시하고 있다. 이러한 제안된 운영방안이 통합 교과로서의 프로젝트 교육과정을 운영하는데 있어서 하나의 밑거름 및 가이드라인이 될 것으로 기대한다.

메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
    • /
    • 제26권6호
    • /
    • pp.19-29
    • /
    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

2007년 개정 과학과 교육과정에서 자유탐구 방안 (A Freedom Inquiry Method by Revised Science Curriculum in 2007)

  • 이용섭;박미진
    • 대한지구과학교육학회지
    • /
    • 제3권1호
    • /
    • pp.65-75
    • /
    • 2010
  • The purpose of this study is to present a Freedom Inquiry Method by Revised Science Curriculum in 2007. This study introduced IIM(Independent Inquiry Method), PBL(Problem Based Learning), Small Inquiry Method, Science Notebooks, Project Learning Method about Freedom Inquiry Method. The results of this study are as follows: First, IIM(Independent Inquiry Method) is studying method in the inquiry process center. The inquiry process is composed of total 9 phases, inquiry subject really it is, detailed aim deciding, information searching, it searches, quest result it arranges, aim evaluation, the report making, it announces, it evaluates, it is become accomplished. Second, It is a studying method which it starts with the problem which is Problem Based Learning, study atmosphere creation phase, problematic presentation phase and sleep static problem solving the phase which it attempts, it is become accomplished with autonomous studying phase, coordinated studying and discussion studying phase, discussion resultant announcement studying phase, arrangement and evaluation. Third, Small Inquiry Method, Call it accomplishes the call grade of the students among ourselves 4~8 people degree where only the quest learning capability is similar within class. Also interaction and coordinated function of the members between it leads and the subject which is given in the group it cooperates and it solves with it is a quest method which arrives to aim of commonness. This method divides on a large scale in three parts, it becomes accomplished in programming phase, quest accomplishment and resultant announcement. Fourth, Science Notebooks learns a scientific contents and a scientific quest function and the possibility of decreasing in order to be, from the fact that the help which it understands. This planing, data searching, it searches, becomes accomplished with resultant arrangement, announcement and evaluation. Fifth, The Project Learning Method the studying person oneself studying contents, it establishes a plan and it collects it accomplishes process of etc. it evaluates it leads and a subject and information and with real life it is a method which it studies naturally from the learning environment inside which is similar. This is preliminary phase, project start, project activity and project arrangement.

  • PDF

멀티미디어 기술을 활용한 프로젝트 학습 전략 개발 및 적용 (The Development and Application for Multimedia Rich Project Based Learning)

  • 이영민;류진선
    • 대한공업교육학회지
    • /
    • 제33권1호
    • /
    • pp.213-232
    • /
    • 2008
  • 이 연구의 목적은 멀티미디어 기술을 활용한 프로젝트 학습전략을 개발하고, 수업현장에 적용하여 그 효과에 대한 학습자들이 인식과 시사점을 제시하는 것이다. 이 연구는 J기계공업고등학교 환경에서 시행된 현장연구이다. 연구 대상은 3학년 100명을 대상으로 하였다. 자료는 관찰, 설문조사, 인터뷰를 통하여 수집되었고, 백분율로 처리 되었다. 결론적으로 멀티미디어 기술을 활용한 프로젝트 학습 효과로서 전공교과내용의 종합적 이해, 컴퓨터 멀티미디어 처리능력과 자료 탐색 및 조직 능력이 향상된 것으로 학습자들은 인식하였다. 또한, 학습 동기, 학습자들 간의 협동 활동, 학습 참여 정도, 학습의 만족감, 학습에 대한 자신감, 학습자들 간의 상호작용과 학습 흥미 등이 높아진 것으로 학습자들은 인식하고 있음을 알 수 있었다. 마지막으로 연구의 시사점과 제언을 제시하였다.

의료조직에서 학습조직 구축수준 평가 및 조직유효성과의 관계분석 (Relationship between the Development Levels of Learning Organization and Organization Effectiveness in Hospital)

  • 이선희;조우현;남종해
    • 보건행정학회지
    • /
    • 제15권3호
    • /
    • pp.1-16
    • /
    • 2005
  • This study was planned to investigate the relationship between development levels of learning organization and organization effectiveness in Hospital. Data were collected from 285 respondents who have participated in 'Learning Organization Project'(response rate =$50.5\%$). Structured questionnaire were applied by self administrated survey for two weeks since 2003 May. Main results were as follows; In the result of factor analysis, four factor were created and almost questionnaire items were classified into as same categories as theoretical concepts. Cronbach's a coefficient also showed over 0.7 in all categories. This result means that measurement tool to evaluate the development level of learning organization is valid and reliable. In the comparison of the development level of learning organization by participants' specialties, managerial workers perceived the lowest construction level, while medical technicians evaluated it as the highest level. In regression analysis, the perception levels of work environment, task and human aspect showed positive relationship with job competency significantly. For job satisfaction, levels of task and human aspects had positive relationship significantly. In addition, for organizational commitement, levels of organization and human aspect were positive predictors. Finally, for the satisfaction about experience of learning organization project, levels of environment, task and hmm aspects were related positively. We concluded from these result that the positive relationship between construction levels of learning organization and organization effectiveness was extended to hospital, besides industrial fields. We recommend the introduction and facilitation of learning organization project in various settings to improve the competency of knowledge management in individual and organizational levels.

Understanding Technology-Enhanced Construction Project Delivery: perspective from expansive learning and adaptive expertise

  • Sackey, Enoch;Kwadzo, Dzifa A.M.
    • Journal of Construction Engineering and Project Management
    • /
    • 제7권3호
    • /
    • pp.26-38
    • /
    • 2017
  • The architecture, engineering, and construction (AEC) industry is yet to formulate a holistic strategy to realign the evolving technological infrastructures with organisational ambitions and adaptive knowledge of the workforce. This study attempts to create an understanding of the underlying processes adopted by technology-enhanced construction organisations to disseminate and maintain knowledge within the workforce in order to keep pace with the evolving construction technologies. The study adopted expansive learning and adaptive expertise constructs to help better explain workplace learning support structures for organisational effectiveness in a turbulent situation. The two theories were tailored to empirically evaluate three case study construction organisations that have embarked on technology-enabled organisational changes. The study concluded on the creation of a facilitating workplace learning environment to enable the workforce to adapt into and resolve any inherent contradictions and cognitive ambiguities of the changing organisational conditions. This could ensure that novel and conflicting features of the emerging technologies can be adapted across the myriad multi-functional project activities in order to expand the frontiers of the technological capabilities to address the eminent issues confronting the AEC sector.

학습자 주도적 웹기반 프로젝트 학습모형 구축 (Implementation of Student directed Web based Project Learning Model)

  • 양진화;마대성;김정랑
    • 정보교육학회논문지
    • /
    • 제4권2호
    • /
    • pp.187-201
    • /
    • 2001
  • 프로젝트 학습은 구성원간의 협동을 통해 문제를 해결해 나가는 학습 형태이다. 본 논문에서는 전통적인 프로젝트 학습에 웹을 활용하여 새로운 학습모형을 구상 제시하였다. 웹은 학습자 중심의 학습 환경 구현에 적합한 특성을 가지고 있어 학습자 스스로 문제 해결력을 신장할 수 있도록 하는 강점을 지니고 있다. 이러한 웹의 잠재적인 힘과 전통적인 프로젝트 학습을 기반으로 학습자 주도적 웹 기반 프로젝트 학습 모형을 구현하였다. 제안된 학습 모형은 모든 프로젝트 활동을 웹 환경에서 가능하도록 한 것으로 프로젝트에 참여한 그룹 구성원 모두가 책임감을 갖고 보다 적극적 능동적인 학습을 수행할 수 있도록 하는데 초점을 두고 구현된 것으로 그 세부적인 학습 흐름은 프로젝트 주제 제안, 프로젝트 계획 수립, 프로젝트 활동, 정리 및 평가로 이루어진다. 본 논문에서 제안한 학습자 주도적 웹 기반 프로젝트 학습 시스템을 현장에서 적용 활용시 수동적 수혜적인 기존의 학습형태에서와는 달리 보다 적극적 형성적 협력적인 학습자들의 학습 활동 모습을 기대해 볼 수 있다.

  • PDF